The
Aid action in the CRB sucks. It's too hard at 1st level, too easy at later levels, and just generally isn't well designed, unless the design objective is "make sure players don't try to do this if there's
anything else they could do." But in this adventure, there are many situations in which NPCs might want to give the players a little boost, and this should work without being too hard, too easy, or too automatic. I'm therefore rewriting it to the following version (changes in bold).
AID (Reaction)
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is
a Hard DC for the aided character's level, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success: You grant your ally a +2 circumstance bonus to the triggering check.
If you’re an expert with the check you attempted, the bonus is +3; if you're a master, it's +4; and if you’re legendary, it’s +6.
Success:
As Critical Success, but the bonus is half as much (rounded down).
Critical Failure: Your ally takes a –1 circumstance penalty to the triggering check.
This message was last edited by the GM at 01:59, Tue 01 Nov 2022.